Sonic the Hedgehog is the fastest hero in the world, famous for his supersonic speed, iconic blue spikes and red shoes. With a super cool attitude and easy-going demeanor, Sonic has a love for freedom and adventure. Spinning head-on into trouble to defeat the evil forces of Dr. Eggman, for Sonic saving the world is the name of the game.
Section 1: Character Overview
In the competitive amiibo metagame, Sonic was previously thought to be a horrible character with zero potential. This was eventually proven wrong when many trainers opened their hearts to this fighter and gave him a shot – and as it turns out, Sonic does have potential after all. He possesses a speedy set of smash attacks: his forward smash is a wind-up punch with high knockback growth and deceptively long range, while his up smash and down smash are weaker options that still come in handy in specific situations. Sonic’s tilts and jabs are quick, low-risk moves that help him rack up damage quickly. He’s also got a decent recovery that grants acceptable vertical distance.
For better or worse, Sonic’s amiibo tendencies line up perfectly with his own personality – he likes to do things his own way and sometimes makes rash decisions that end in harsh consequences. One of these rash decisions is the fact that he persistently tries to combo using Spin Dash and Spin Charge, but fails miserably and gets punished in return. He’s also insistent on using up throw to Homing Attack, but this never works against any opponent. For whatever reason, this ineffective combo is hard-coded into Sonic’s AI, meaning there’s no way to get him to stop without the help of custom moves. Sonic also doesn’t like staying grounded; he tends to overuse his aerial moves (forward aerial most of all). His attacks, save for his forward smash, are somewhat weak, and he often struggles to KO even injured opponents.
You know what they say, “live and learn”. If you haven’t heard that expression before, it’s what you say when you learn a valuable lesson from an otherwise unpleasant experience. This phrase sums up Sonic’s amiibo quite well: in the early days of the metagame, he was seen as a hopeless character whose flawed AI was impossible to work around. After the bans of Critical-hit capability and Explosive perfect shield, trainers began to teach their amiibo to use jabs and tilts instead of teaching them to rely solely on their smash attacks. As a result, Sonic’s viability increased dramatically, and in today’s metagame, he’s a solid contender who can work wonders in the right hands.
Section 2: Recommended Equipment
Stats & Bonuses
For more information on equipment – including instructions on how to farm for custom parts – please read our amiibo equipment guide.
Most amiibo tournaments allow and encourage equipment. In fact, over ninety percent of competitions do – but if you’d prefer to forgo custom gear and leave your amiibo ‘vanilla’, you can skip this section. Otherwise, you will need to equip your amiibo with a viable setup of stats and bonuses. The following build has been extensively tested and proven effective:
+80 Attack / +80 Defense / -40 Speed
- Stomp: This is a custom move version of Sonic’s neutral special, Homing Attack. Stomp rises before quickly falling to damage opponents. It also has a meteor effect. As mentioned before, Sonic uses an ineffective combo – up throw to Homing Attack – setting his neutral special to Stomp will help prevent him from using it.
- Burning Spin Dash: This is a custom move version of Sonic’s side special, Spin Dash. Burning Spin Dash, hence its name, has a fire effect. It’s the superior option because Sonic will often roll off-stage with his side special – if you select Burning Spin Dash, you ensure that he’ll always be able to return to the stage.
Once your amiibo’s stats, bonuses, and custom moves are refined and ready to go, your training will officially begin! If you encountered a problem while equipping your amiibo, feel free to join our Discord server to ask for help.
Section 3: Training Your Amiibo
Amiibo training is a very specific task, and for the best possible result, you will need to approach it with caution. You can’t just go all-out using combos and aerials: both are seen as “newbie tactics” by competitive trainers. Instead, you should remain grounded at all times, making sure to punish your amiibo for every aerial attack it uses against you. This is true regardless of whether or not your amiibo was fed equipment.
To help your amiibo properly utilize its moveset, you will mirror match it from Level 1 all the way to Level 50. Playing timed matches on Ω-form stages is highly recommended.
Training Tips (Equipment & Vanilla)
- Neutral options: jab and forward tilt. In the same vein as Link and Pac-Man, Sonic’s jab is very fast and is effective at racking up a lot of damage in a short span of time. His jab is his most reliable neutral option, but his forward tilt is another useful attack that can be used as well.
- Main KO moves: forward smash. Forward smash is Sonic’s most reliable KO option thanks to its power and speed. It should be your go-to kill option during your training sessions.
- Moves to avoid: forward aerial, neutral special, side special, and down special. At some point, your Sonic will likely become addicted to his forward aerial. No one knows why he uses it so often, but he does. Try not to get hit by Sonic’s forward aerial, and attack him when he uses it. If Sonic uses any of his special moves during battle, he’s going to be in trouble. They aren’t well suited to an amiibo’s naturally defensive playstyle. The only exception to this rule is his up special – if you use that to recover, you’re fine.
Training Tips (Vanilla-Only)
- If you did not feed your amiibo equipment, it’s a good idea to teach it to grab, pummel, and throw its opponents. When grabbing your amiibo, throw it towards the nearest edge. This means you will only need to use forward and back throws. In the equipment metagame, Improved escapability renders most grabs and throws useless. Without the presence of this bonus, your amiibo is free to use its grab as often as it pleases.
When your amiibo finally reaches Level 50, its training will truly begin. Just like a real player, amiibo need match experience and practice against different characters. For more information on training your amiibo past Level 50, follow this link.
Section 4: Conclusion & Credits
Thank you so much for reading! Although the guide may be coming to an end, your training most certainly isn’t: there’s always a way to make an amiibo stronger, and yours is no exception. If you need additional help, check out the Amiibo Mechanics & Metagame Guide. If you want to ask specific questions, you can also stop by our Discord server.
If your desire to read amiibo training guides and articles hasn’t been entirely fulfilled, there are more posts here that you might like. Amiibo Training Analysis analyzes a specific aspect of the metagame in great detail. Meanwhile, the official amiibo tier list ranks each amiibo’s potential. The FAQ is another good resource worth checking out. Alternatively, you can head back to the master list of guides for even more amiibo training methods!